
Each section of the city is influenced by one of the outer planes leaking in, twisting the ruins in a reflection of itself. The idea is that the Outlands are an infinite planar city ruined sometime in the distant past. My solution is to make a setting that combines all of the above. So how do I make a world that has everything I want in a setting that I can use for multiple groups? a traditional wilderness exploration sandbox like older games - a homebrew world that feels like my own I've wanted to run a game that is: - a massive city like Ravnica And I love worldbuilding but also love pre-written worlds. I struggle a lot with my settings because I have too many ideas to fit into one world. If they're on a plane between their same or opposite alignments, they gain the same effects of their alignment's plane but only until the start of their next turn. For 1 minute, PCs can ignore the negative effects, and their items and spells work as intended. They must roleplay/act out how they do this. Once per long rest, as an Action, PCs can focus on their beliefs to briefly overcome the subduing nature of opposite-aligned planes. Magic items (including weapons and armor) of planar origin On/adjacent plane of opposite alignment (3) Thanks in advance!Įdit: I'll also keep the rules on what can/can't be summoned per planeĮdit 2: apologies to mobile users, the table looked better on desktop and I didn’t have to scroll to the right I welcome all suggestions, including better versions that already exist. These effects are on top of each plane's peculiar characteristics, like the 5e DMG's planar Optional Rules. So here's my first draft of blanket alterations. While I do appreciate players who enjoy it, it's just not my group's style. I've read the 2e Campaign Setting section on magic alterations, and I'd rather focus on storytelling and exploration of this wonderful setting, not the minutiae of how magic items and spells are affected. Hey cutters, I'm prepping a 5e Planescape campaign.
